Feedback Compilation - TLDR and just L

I will start by saying I like the game, I really liked the slow and methodical feel of going through campaign, and the feedback is here to keep it fun and rewarding while keeping that core game there.

Most Important
What changes will support that core game?

1. Crafting and loot
Currently crafting is gambling.
Spoiler
Because of that even small upgrades to equipiment takes a lot of hours, and trading is many orders of magnitude faster than finding and crafting them.
- There are many things that can be done to it not being just random, and to make this gap much smaller. Here are some suggestions:
https://www.pathofexile.com/forum/view-thread/3713548
Update:
Spoiler
You can make crafting look in many ways. Vendors, crafting tables, vats, use of orbs and/or gold etc. But to simplify it I would say there should be two main ways of doing crafting.

1. Cheap gambling machine.
The more random the cheaper in orbs or gold.
- Add random mods
- Change all mods into same amount of random mods
- Essence craft (make item with mod of a type)
For this there should be easy way to have same white bases, or cheap orb to somehow start over (scouring is too rare for this, and the are no alteration orbs in PoE2 - there should be)

2. Expensive targeted crafting.
The more targeted/ specific the more expensive in orbs and/or gold.
- Change one/ two chosen mod(s) into random mod(s)
- Change all mods except one/ two/ three into random mods
- Reroll numbers for all mods
- Reroll numbers of one mod only
- Improve level / tier of an item

Essences could be the big part of this targeted way.
Sometimes as just the price of crafting but also as an option:
- Add Essence on non white item (add mod to magi/ rare)
- Replace Essence on non white item (change a mod into a type from essence)
- Multi Essence (create item with as many mods of a type as you use essence).
- Item into essence (scrap item but make chosen mod) into special orb that work as an essence to give this one mod).

Spoiler
They have added the option to take mods from two items into one, and that is huge, even with the failure rate. I don't know the balance for that, maybe there is too much failure rate, or maybe there should be a way to throw orbs at it to decrease this rate - but picking mods is a way forward.

2. Magic Find
This is connected to loot.
Currently builds that require less stats have more room on items to have MF. So it's both easier for them to find good gear, and they have more MF to make it even easier. This is a bad disproporion.
- One way of dealing with this would be removing MF from gear (keep it on tablets and maps). Simple. Everyone gets items at the same rate.
- Make a new item type that is the only source of MF in gear. Here example
Spoiler
Magic Find discussion after the anouncment.
MF is a problem and it should be changed.

MF - could be removed completly.
MF - could be be only on tablets/ waystones.
MF - could have cap at +100%. (and have diminishing returns)
MF - could be removed from all gear except a special gear "figurine"

Here more about figurine:
There would be 6 figurines. 1 for each stat, and 1 for each double stat.
So they would have an implicit mode to help search gear related to that stat.
And rare figurine could have up ot 3 prefix and suffix.

Some of the possible mods of figurine:
- +X% to general magic find
- +X% to waystone find
- +X% to weapon related to a stat
- +X% to weapon type
- +X% to armor related to a stat
- +X% to armor with mods for armor/ evasion/ ES
- +X% to item with a certain stat (like resistances)
- +X% to jewelery
- +X% to jewels
- +X% to rarity of currency
It's inpired by
https://www.pathofexile.com/forum/view-thread/3682564
3. Enemy "speed" and clear speed
Slower and smaller groups of enemies.
Less builds that can easily clear screens.
Spoiler
In the campaign it doesn't happen often but in the end game combination of enemy speed, enemy amount, enemy range (fast attacks from the ends of screen), make the it all happend too fast - so like a different game than what is known from campaign.

Some regular builds (not some pro end game build) can clear whole screens much faster than others, and there is little downside to them (as killing enemies fast is the best defense currently) and no upside for the slower ones. This makes those builds more sought after but also they seem like from a different game, where there is no need for methodical feel - just power fantasy.

.
Main Gameplay
4. Skill Tree
A. Skill Tree should be exactly the same for all classes.
Spoiler
For now there are many versions of the tree (either witch or sorc starting points, either ranger or huntress starting point - and it will be the same with all classes). This way you can't really do any build with any character as some nodes are unavailable to you.
B. Skill tree lacks some options, and some connections between parts of the trees are too long. But that's too difficult for me to suggest a fix for.

5. Skills - weapon and atributes
Skills more often should be usable by multiple weapon types not just one (for example "all bows and crossbows" or "maces, axes, flails" or "all bladed weapons". Cause of that some of their atribute requirements should be lower.
- Example: Shield Charge https://www.pathofexile.com/forum/view-thread/3654296

6. Some builds have little options
For example early chaos witch have no options: https://www.pathofexile.com/forum/view-thread/3622468

7. XP loss fix
Many ways to do that. For Example:
Spoiler

- No XP Lose but: Require more XP for higher levels but make bosses and rares give more XP. Then still those who die will go slower than those who can do content without dying, but without the loss
- Every level total amount of XP you can lose is 100% XP needed toward next level. After that death don't make you lose XP
- When you die you start to earn XP slower for X% of progress bar (this can stack X times increasing the % of progress bar and/or how much slower you gain XP).

.
QoL, specifics, and other
8. Gems
- Uncut gems stacking in stash
Spoiler

Cut gems should be divided by their color.
Cut gem level should be visible in the bottom right like a uncut gem level.
Cut gems of the same type would be next to each other in order of level
Uncut gem category should be separate in the tab.
Uncut gems should stack in the stash and be easly accessible
.
.



.
- UI for gems could be easier to use and all could be used together (quick UI fix showed with pictures): https://www.pathofexile.com/forum/view-thread/3648390

9. Fix defense disparities
For now Armor is the worst, and most builds use ES and ES tricks to be durable. Also Armor shouldn't slow you down if you have enough strenght.

10. Training Dummy/ Room - Requested for years
Here my suggestion: https://www.pathofexile.com/forum/view-thread/3593254/page/1
With this video: https://youtu.be/K0bzJwKzOE0?si=0YY7XBA20o6ta2rs

11. Reforging Bench - Clear info where and how to get it
https://www.pathofexile.com/forum/view-thread/3664144

12. How to deal with boss loot disapering after death
https://www.pathofexile.com/forum/view-thread/3617262

13. Skills from Wands and Staff should level up - like basic atack skill from weapons.

14. Monk isn't a Martial Artist
He should have "unarmed" weapon, and his basic attack shouldn't be just right punch over and over again. More here https://www.pathofexile.com/forum/view-thread/3660325

15. Dodge Roll - Flavor for each class
https://www.pathofexile.com/forum/view-thread/3626384/page/2

16. No Gender Lock characters
https://www.pathofexile.com/forum/view-thread/3740380

17. Non necromancy/soul summons
With capturing souls this might be mute but:
- Small and big golems
- Option to make totems and balistas and traps into walking minions.

18. New way to play poison
Make it viable for poison builds without stacking poisons (so you can use non poison skills while the poison lasts) and make Poison Growth more versatile.
https://www.pathofexile.com/forum/view-thread/3665653

19. Sorceress is awful person
Easy fix with few changed lines of dialogue

20. Flatheads look and sounds like babies, that you kill
Last edited by Bakubylozajete#1182 on Apr 25, 2025, 3:40:26 AM
Last bumped on Oct 11, 2025, 1:52:01 AM
21. Farther zoom out in gameplay
Would be good to be able to play with bigger zoom out. I don't know what "percent" maybe like it's zoomed out in some boss battles.

22. Farther zoom Out on Atlas
I didn't use Atlas for some time. I've read that it was given a further option to zoom out, but it seems like it wasn't changed enough (unless its bugged for me).
Spoiler
23. Number of Portals and Deaths from Waystone
Before change we had 6 portals and one death. We should be able to portal 6 times (to sell things) no matter how many deaths our map allows for.

A.D 1. Carfting
Spoiler
You can make crafting look in many ways. Vendors, crafting tables, vats, use of orbs and/or gold etc. But to simplify it I would say there should be two main ways of doing crafting.

1. Cheap gambling machine.
The more random the cheaper in orbs or gold.
- Add random mods
- Change all mods into same amount of random mods
- Essence craft (make item with mod of a type)
For this there should be easy way to have same white bases, or cheap orb to somehow start over (scouring is too rare for this, and the are no alteration orbs in PoE2 - there should be)

2. Expensive targeted crafting.
The more targeted/ specific the more expensive in orbs and/or gold.
- Change one/ two chosen mod(s) into random mod(s)
- Change all mods except one/ two/ three into random mods
- Reroll numbers for all mods
- Reroll numbers of one mod only
- Improve level / tier of an item

Essences could be the big part of this targeted way.
Sometimes as just the price of crafting but also as an option:
- Add Essence on non white item (add mod to magi/ rare)
- Replace Essence on non white item (change a mod into a type from essence)
- Multi Essence (create item with as many mods of a type as you use essence).
- Item into essence (scrap item but make chosen mod) into special orb that work as an essence to give this one mod).

Spoiler
They have added the option to take mods from two items into one, and that is huge, even with the failure rate. I don't know the balance for that, maybe there is too much failure rate, or maybe there should be a way to throw orbs at it to decrease this rate - but picking mods is a way forward.
Last edited by Bakubylozajete#1182 on Apr 25, 2025, 4:21:11 AM
Some months have passed, most things here are still valid feedback so I'm bumping the thread with hope some dev will find something in a good idea or worth pursuing.

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